View Full Version : Saba farming
I just tried 0.81, played as Saba as I saw that they had unit cards and were pretty well fleshed out. Something that bugs me is that they cant even build the most basic of farms in any territories. So only the cities that have pre-existing farms will be able to build granaries and get a population over 1000. Is this intended?
Btw, long time reader/player, first time poster. This is truly an amazing mod and mad props to all involved.
Teleklos Archelaou
02-20-2007, 01:35
Looks like a big gap indeed. Good eye Hegix. You can open up export_descr_buildings.txt and make the edit yourself (just add "saba," into the list of factions who can build those levels). We may try to get this into a hotfix. They should have all 3 levels - they have descriptions ready and in the game for all 3.
I wish all first time posts were this helpful!! :grin:
Thanks.
"Agricultural prosperity was the key to the sucess of the Sabaeus..."
*coughs* :)
Teleklos Archelaou
02-20-2007, 04:12
Hey, I wrote some nice descriptions for them! :laugh4: They've just been languishing ("hidden" in the build) since 0.80. Funny that no one noticed that before now, and it's been three months approximately.
I'm back again, this time it's the Trade Harbor that don't seem to be doing anything according to the descriptions. Snooping around I see that the Saba don't get any bonuses for any harbour. Should I just type them in at the same level as barbarian factions?
Teleklos Archelaou
02-20-2007, 04:55
Yep. Another great one for the hotfix. Thank you again Hegix.
Hegix gets our "most helpful poster" award for this week! :grin:
I hate these new posters who come and take our awards... *sniff*
The Errant
02-20-2007, 19:33
Are the Saba supposed to have Paved roads in the 0.81 build?
I thought all barbarian factions would get them were to get them so...
I checked the export_descr_buildings.txt and it makes no mention of Saba as being able to build paved roads. :help:
Teleklos Archelaou
02-20-2007, 19:40
Nope, saba don't get them. Not all barbarian factions get them, just the Aedui and Arverni, whose coordinators successfully argued that they did have them within our mod's time frame, even if not at the start. The others could not. We put conditionals in to delay the arrival of paved roads for those two factions, but guess what - we found out that the 1.5 patch totally screwed up some conditionals (basically being able to use "or (another faction)" when there was a previous building requirement before the "or", so we had to scrap that.
The Errant
02-20-2007, 19:49
OK. Thanks.
Just needed to know since I've been modifying the export_descr_buildings.txt file in order to fix the problem with the saba farms and tradeport.
Don't want to give them too many buildings, just the ones they ought to have but are missing.
How's the hotfix going?
Has anyone else had neighboring enemy towns randomly switch sides to your cause while playing saba? Its happened about 5 times to me now, 30-40 years in I think. Twice they even provied half an army of foot and horse skirmishers :inquisitive: (can provide settlement names if needed). Also yes without farming this faction is a lesson in poverty :embarassed: .
Elminster12
02-20-2007, 20:31
Has anyone else had neighboring enemy towns randomly switch sides to your cause while playing saba? Its happened about 5 times to me now, 30-40 years in I think. Twice they even provied half an army of foot and horse skirmishers :inquisitive: (can provide settlement names if needed). Also yes without farming this faction is a lesson in poverty :embarassed: .
In Kush, right? They rebel to Saba because the Ptolies are seem incompetent in ensuring public order there...
MarcusAureliusAntoninus
02-20-2007, 22:09
Everything in Arabia and Nubia that isn't owned by someone at the start will rebel to you if there is a revolt. In one game I played, one revolting ruined my alliance with Ptolemai, so I made an alliance with the Seleucids, then another revolt ruined that alliance. When I had two out of the three "big three" marching down Arabia and killing everything in their path, I quit.
I haven't been able to build farms as the lusotannans either... I assume all factions should have three levels of farms?
I haven't been able to build farms as the lusotannans either... I assume all factions should have three levels of farms?
No not all factions get three levels of farms. Every faction should get at least one level of farm thought.
Foot
Oh, I guess it's just the later farms that are missing, and it's supposed to be that way. I'm coming to see just how important farming technology could be toward becoming a dominant power.
I'm back again, this time it's the Trade Harbor that don't seem to be doing anything according to the descriptions. Snooping around I see that the Saba don't get any bonuses for any harbour. Should I just type them in at the same level as barbarian factions?
Er, could someone post what it is exactly I'm supposed to fix for this level, if there is a fix? I don't see where I add saba. Also, I hope this hotfix will be released soon, seems rather important for the saba to grow.
The Errant
02-25-2007, 18:02
In order to add any building to a faction in EB go to the export_descr_buildings in your EB/DATA folder. Open it with a texteditor like notepad.
Both farms and Trade Harbor should be early in the file so just scroll down until you get to the part where it reads:
}
building port_buildings
{
From this point on in the file comes all tradeport upgrades. The first port is available to all factions signified by the:
coast requires factions { all, }
Basically it means anyone can build a port as long as they have the "Coastal Clearing" preliminary built.
All portupgrades above this, is limited in the same fashion by denoting a faction within the brackets:
port requires factions { greek_cities, thrace, macedon, romans_brutii, romans_julii, romans_scipii, carthage, numidia, egypt, parthia, gauls, britons, germans, scythia, spain, seleucid, } and not hidden_resource not_here
In order to add a building to a faction all you have to do is add the name of that faction within the brackets:
port requires factions { greek_cities, thrace, macedon, romans_brutii, romans_julii, romans_scipii, carthage, numidia, egypt, parthia, gauls, britons, germans, scythia, spain, seleucid, saba, } and not hidden_resource not_here
Remember to add: comma and space after the faction name in order to get it to work. Once you've added the faction name in this manner, just save the file and exit. Restart your game and you should now be able to build tradeports as the Sabyn. Not sure if it works with savegames so might have to start your campaign from scratch.
Remember to save a copy of your export_descr_buildings file in case you made an error and can't fix the modified file.
That's it. If you're uncomfortable in modifying the textfiles just wait for the quickfix.
PS. I hope a more technically oriented board member will be polite enough to correct me if I messed up my tutorial.
I this case the Saba could build the ports, but they did nothing. You have to add the faction for all port sizes like this:
capability
{
trade_fleet 1 requires factions { barbarian, romans_brutii, romans_scipii, carthage, parthia, pontus, armenia, saba, }
Rinse and repeat for all upgrades.
It works fine with previous savegames as well
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